GearVR Development Resources for Unity Devs

In the process of working on Rainbow Smasher, we ended up making use of a lot of different online resources. Here’s our list of helpful stuff!

Getting Started

Creating a GearVR app in Unity Free

Debugging/Profiling Against a Running GearVR Application

Wired Debugging

Wireless Debugging (forum post)

Wireless Debugging (Google)

Rendering Performance Optimization

Squeezing Performance out of your Unity Gear VR Game (excellent, detailed article)

Squeezing Performance out of your Unity Gear VR Game Continued

Fixing Pixel Sparkles

Occlusion Culling (Unity Manual)

Optimizing for Mobiles (Unity Manual)

Script Performance Optimization

C# Memory Management for Unity Developers (part 1 of 3, perf characteristics of C# language constructs)

C# Memory Management for Unity Developers (part 2 of 3, debugging and disassembling intermediate code)

C# Memory Management for Unity Developers (part 3 of 3, pooling to store/reuse objects)

Design Practices

Dreadhalls Design Critique

Designing for VR (for the game Romans from Mars)

“The Dawn of Mobile VR” keynote by John Carmack (goes into a lot of concerns for GearVR work including why it’s wise to avoid regions of pure black on-screen)

Helpful Unity Tools

Mesh Baker (combine meshes and materials to reduce draw calls)

Visual Studio Community 2013 (excellent IDE for C#)

Visual Studio 2013 Tools for Unity (attach to debug with Visual Studio)

VR News/Forums/Online Help

Road to VR

eVRydayVR (YouTube)

/r/GearVR

/r/Oculus

Oculus VR Forums

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